I had a bit of a quick play round in Heroforge to make some guards that were zombies for a scenario knocking around in my head – I’ve saved the models but did quickly make some virtual tokens that I could scatter around a map to scare some players. I mostly just played around with head positions and changed a couple of minor details, but wanted to keep enough of the same basic equipment and colours to suggest a uniform.
Not bad for a quick ten minutes clicking away on the laptop – I’m thinking of scenarios ranging from adventurers happening across an overrun checkpoint, an invasion by necromancy-using forces, an unearthly portal to a dark dimension, or a buried eldritch machine that has been reactivated and that is draining the life force from the area and needs to be quickly found and destroyed.
Feel free to grab copies for yourself, and as ever if you use them, let me know – I’m always on the lookout for scenario ideas.
There’s an aspect of fantasy world storytelling that appeals that focuses on characters caught between two worlds or cultures – the idea of the halfbreed who may or may not be accepted by either of their species or cultures. Sometimes this leads them to dark places, sometimes to brighter places. They can be an allegory or not, depending on the whim of the author or the player (who may have picked their character traits for some trait that fitted their concept)
So with that in mind, here are two new NPCs I’ve modelled in HeroForge and toyed around with in DNDBeyond: Rufen Hagspawn and Arianna Hytheknot.
Rufen is a custom lineage involving trolls and hags as the concept – very much inspired by the current DDC adventures. He is a barbarian with distinctive broken ram’s horns sprouting from his brow, who appears brutish but is unexpectedly charismatic. He may not be schooled in the ways of civilisation, but he has an uncommon amount of common sense (or wisdom). Even so, that wisdom is largely concerned with where and when to swing the great axe he carries. He is largely shunned wherever he goes, but he has managed to bargain for a trinket that once per day allows him to disguise himself as a human or similarly sized individual. This allows him to access shops and taverns without automatically being chased out of town as a monstrous abomination.
Arianna is a tiefling druid who lives by the docks of a town, preserving the wildlife and plantlife at the interface between civilisation and the natural world. The rats and vermin act as her eye and ears as she sells charms to sailors and potions to housewives. On occasion she’ll be asked to patch up someone caught by footpads, or on the run from the watch – and she turns any coin from that towards making her corner of the world a little calmer and safer for the youngsters. The horns on her head may make for an arresting sight but she finds it a good way to test people by not mentioning it, and pretending to be completely unaware of them when questioned.
Both are good examples of border characters that live on the edges of society and who may well be living in shades of moral greyness. How they react to player characters may well depend on how they in turn are treated on first contact or in how the actions of the characters are reported to others.
Rufen is more of a lone wolf individual who might eke out a living as a hunter, or who might be a mercenary encountered with a bunch of bandits who use his hardiness and regenerative powers to break defences. Arianna is much more of a socialised individual who works within or on the fringes of a society – the docks which inspire her second name. A hythe is an an old english word for a dock, usually on a river – so a hytheknot may be what secures a rope from a boat as it rests in its mooring – or maybe there’s a more sinister aspect related to punishment for pirates.
As ever, feel free to download these PNG format graphics and use them for your own VTTs – and if you do, drop me a note and let me know what they get up to – or how else you’ve used them.
In the world of Eberron, one of the species that can be played, or that can be encountered are the Shifters. It is said that they are descended from lycanthropes in the distant past, inheriting the ability to manifest animalistic traits that can boost their reflexes or strength or other senses. Often mistrusted by others – in part due to horror stories of their savage ancestors – a shifter is often welcomed into the world of gangs and other criminal factions.
Having started to make some default guards for my games, I thought I should also look at some tokens for their counterparts and created three individuals who may be encountered together, on their own, or as part of a wider and more diverse group. As with the other entries in this series, they have been made using the HeroForge website, and I’ve shared them on there for others to use the models as they may please.
I’ve not gone for any kind of colour scheme or common theme, but have tried to show different ways that the shifter abilities might manifest. The first has the face of a wolf and claws on their fingertips and is advancing to attack. The second wields a machete and is dressed in a more swashbuckling style that contrasts with his clawed fingers, animal like teeth, and wolf-like legs. The third is more subtle – pointed ears and teeth, and claws even while clutching cleavers and having a more passive stance.
I’m thinking of using these in the Wednesday group sessions which are set in, on, and above the streets of Sharn – a magitech city of impossible towers, suspended walkways, flying transports, and hidden secrets. I think these would be a good match for the tone and power level of that group as a general threat to be stumbled over. Perhaps they might be sent to rough the group up if they annoy the wrong person, or they might be in a dark alley, lying in wait.
This is how I’ve set the tokens to appear on the virtual maps, but the circular tokens above could work just as well, depending on your tastes. Feel free to download and use these PNG images if you like – and if you do, consider letting me know how you challenged people with them – or if they became character tokens instead.
I’ve been playing round with designing tokens for more generic non player characters – in particular this week I’ve been toying with themed and uniformed groups that the DDC and others are likely to encounter. To cut a long story short, here’s some tokens for two sets of guards for your virtual table. Rather than do a portrait and token, I’ve instead done two different styled tokens in PNG format – one a circled portrait, the other a top-down view of the figure that preserves transparencies.
This first one is a half-elven city guard in chainmail and armed with a buckler shield and hammer. His yellow half-cloak is as much a badge of office as a protection from the elements while on patrol. I’m not sure which faction these guards will be connected to, but I can repaint the model with different schemes. These are not bad people – they’re just doing their job.
This second token is for the newly-reformed guards of Amberhammer Hold. They’re dressed for the cold winter heights as well as the dark below in colours that reflect the yellows of the amber fields and the glint of gold in the mines. They wield war hammers as they keep the peace, and bear battle axes for times of war.
I’ve enjoyed starting to make these – there will be more
Depending on your mythology or writer of choice, trolls are often depicted as near mindless beasts – despite the archetypal introduction of a troll under a bridge extorting coin from passers by. One of the things I love about the stories by Terry Pratchett is the growing and evolving troll characters – for example Detritus the Splatter working as hired muscle and then becoming a stalwart of the City Watch. Then we have the story of his courting of with Ruby, the troll of his dreams. Its a celebration of everyone having a story, no matter their background.
In the new DDC adventure, trolls are looming large, and not just in height. The lands that comprise the surrounds of the Clan Amberhammer Hold have seen conflict between dwarves and trolls for generations. During the Last War, the trolls were pushed back. This was in no small part due to the protective militias that Thorin helped set up. Now though, in the aftermath of the coup by the mindflayers and duergar of the Cult of the Triumphant Dead, many of the old forts and defences have fallen – and signs of trolls have been found by scouts to the West.
Here are three troll heroes who are looking to reclaim lands lost to the dwarves: Urash The Proud, Irreck The Stalker, and Dhumish Crackleg
Urash The Proud has assembled his half-plate armour by hand, scavenging and bending the materials scavenged from battlefields into added protection as he leads his fellows to raid and conquer the mountain valleys. Brutal and efficient in combat, he wields a huge claymore in one hand and is known to delight in setting ambushes.
Irreck The Stalker hunts lonely paths at night, picking off lone travellers or unwary shepherds before disappearing back into the gloom. The massive glaive he uses was taken from the first knight of the realm who tried to stop him – and he takes it everywhere with him.
Dhumish Crackleg was warped by magics lingering on the old battlefields, and lumbers along with deformed limbs, a crocodilian tail, and a row of spikes growing along his spine. He lurks in lakes and marshes and takes lone prisoners to slowly break and cook in pieces. Occasionally he might ransom someone back, but they might not be returned in one piece, or even all at the same time. His feverish vitality means that even if he loses limbs, they continue to fight on if he does not immediately press them back into place.
There’s been new content added to HeroForge in the form of mounts and companion animals so I’ve had a bit of a play and then added in one of the new faces from last week. I’m not sure how or even if I’ll use this so I’m throwing the concept out there for anyone to grab and use.
Introducing Rakkan and Rekkam – a dragonborn monk and his raptor mount and companion. Rekkam favours the use of a bo staff and tends to have a veneer of amiability over the hardened discipline that his meditation and training have developed. Rekkam hails from a snowy mountaintop monastery near to where he was born – and unsurprisingly his lineage descends from one of the ancient white dragons that lair in the highest reaches. A follower of the Way of the Ascendant Dragon, Rekkam embraces his heritage and devotes himself to working in his local communities as a mediator and defender.
Rakkan is a trained raptor raised as part of a cadre of beasts by the monastery. While capable of fighting and hunting alongside his partner, Rakkan is mostly used for longer journeys where Rekkam acts as a courier. There is a deep affection between the two and more than one bandit has needed a change of underwear when Rakkan has crept up on them and growled in their ear.
As to how to use these characters? Well I’ve left lots of space for you to flesh them out. In my mind’s eye, Rekkam moves with purpose but sits or stands very still when others are talking or if he is observing them. He’s probably about 5th or 6th level – competent enough to deal with most common challenges and be a noted defender of the local community. He is most likely to be encountered as a courier – perhaps as a target for the party to intercept, or encountered while defending himself against bandits. Perhaps he is encountered as a scout, or a mystic contemplating the view in a mountain pass. Perhaps he rides to the aid of a group if they are being overrun.
As a couple, Rekkam is serious but kind – while Rakkan is curious and willful. You could probably get some humour from describing their interactions which may feel more like partners in misadventure rather than rider and mount…
There’s a definite buzz to creating visual representations of the various NPCs (non-player characters) that make an impact on the group in our game. This is even more important given how roleplay-heavy the last few sessions have been, and I’m pleased that these two miscreants have had some time to shine recently. As with last week’s notables, there’s one each from the village of Flower Town and the werewolf lair of Enna’s Seam.
So without further ado meet Banto Forkbeard – de facto leader of the werewolves reclaimed by Karkanna. If he isn’t their leader, he’s at least the most equal of the leaders they don’t have. An ex-guard sergeant at the Hold, his tattered uniform is worn as a point of pride. He is now primed to receive the signal to lead the wolves to rally at the Hold for the final push and engage the duergar forces
Next to him is Kellentan di Sivis – a gnome representative of the Dragonmarked House of Scribes. His message station in Flower Town used to be mostly geared towards news of merchant caravans and prices in nearby cities, but this ambitious gnome sees an opportunity in supporting the returning Heir in his fight to reclaim the Hold. He now helps with communication and logistics in return for favours for his House to come.
The tokens can be used on virtual tabletops – and as with any of these images, please feel free to grab copies for your own games – I’m starting to share the characters on HeroForge, so I’ll do a master list of the entries covered so far in due course.
The DDC have been making friends recently as they look to build a militia to help reclaim Thorin’s home. They have been successful in reaching out to both the major groups in the area – the werewolves that have been brought into line by Karkanna, and the refugees who had taken shelter and fortified Flower Town. As part of my fleshing out the leading personalities in those two groups therefore, I’ve gone back to HeroForge to put some faces to the names.
Here then are Charis Amberley of Flower Town – a retired ranger who fought alongside Thorin during the Last War and helped organise the militias that they put together – and Ennis Amberhammer, a forge master of the Clan who specialises in making armour (and who is Thorin’s cousin)
Charis had organised the refugees and created defences so that they could defend against night-time raids by the daelkyr forces or their duergar allies – and it was he who first recognised Thorin when he appeared at the outer barricades. He brought the townsfolk round to listen and has proposed the beginnings of some strategies – but bringing him round to accepting the help of their cursed cousins was a hard sell.
Ennis is still battling to subdue the beast that the curse has unleashed, but he has enough control of himself to have begun organising the defences of the shrine within which Karkanna has made her lair. He is not a strategist, but he knows how to build solid bulwarks and will follow the Amberhammer heirs wherever they lead.
These tokens and portraits are available to freely download and use in your own online tabletops – the HeroForge website has some amazing options for making your own, and the subscription model is well worth looking at if you are running your own game just for the token making alone.